#version 450 core

layout(location = 0) in vec3 positionOS;

uniform mat4 mvMatrix;
uniform mat4 projMatrix;

out vec4 varyingColor;

void main()
{
    gl_Position = projMatrix * mvMatrix * vec4(positionOS, 1.0);
    varyingColor = vec4(positionOS, 1.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
}
